Commit Graph

2866 Commits

Author SHA1 Message Date
RatFromTheJungle e6f0b6e693 [non modular] disables TG "hold up" for the foreseeable future (#23607)
Update gun.dm
2023-09-09 22:51:35 -04:00
SkyratBot 71da4ca73f [MIRROR] Refactors the notransform variable into a trait. [MDB IGNORE] (#23566)
* Refactors the `notransform` variable into a trait.

* Update robot_upgrades.dm

* modular

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-07 20:24:59 -04:00
SkyratBot 18b0abe4b3 [MIRROR] minebots basic bots [MDB IGNORE] (#23529)
* minebots basic bots (#78032)

## About The Pull Request
Transforms the minebots into basic robots. You can now command these
minebots to extract minerals for you. To activate automated mining mode,
simply instruct them with the command "mine." They will then proceed to
autonomously mine walls and gather ores. If you wish to make the bot
deposit all the collected ores, use the command "drop." Alternatively,
you can leave it in collection mode, and it will gather all the ores you
mine. Additionally, the bot now responds to several more commands; you
can instruct it to follow you, toggle its lights on or off by saying
"lights." In attack mode, it refrains from mining or collecting ores but
will engage in combat alongside you. If it detects you as deceased or
unconscious, it will alert all miners, request assistance, and relay
your coordinates via the mining communication channel. to power it on u
will need to feed it any type of ore first so it may listen to ur
commands

## Why It's Good For The Game
makes the non sapiant minebots more useful

## Changelog
🆑
refactor: the minebots have been refactored please report any bugs
add: minebots can now mine walls and collect ores automatically and they
will alert everyone if they find u dead
/🆑

* minebots basic bots

* Modular

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-05 06:46:11 -04:00
SkyratBot 87bfa7a61a [MIRROR] Fixes typo 'transfered', olive oil reaction repath [MDB IGNORE] (#23469)
* Fixes typo 'transfered', olive oil reaction repath

* Modular

* Update condiment.dm

* Update recipes_guide.dm

* Update _cup.dm

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-04 08:49:33 -04:00
SkyratBot d4bb0d4c86 [MIRROR] Adds Summon Cheese [MDB IGNORE] (#23430)
* Adds Summon Cheese

* Update staff.dm

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-08-31 18:09:25 -07:00
SkyratBot aa80d6e312 [MIRROR] [NO GBP] Fixed a runtime, and double-barreled shotguns. [MDB IGNORE] (#23329)
* [NO GBP] Fixed a runtime, and double-barreled shotguns. (#77808)

## About The Pull Request
Catching the only, couple tangible issues I've seen so far following the
removal of `handle_atom_del`.

## Why It's Good For The Game
This will fix #77758

## Changelog

🆑
fix: Fixed the double-barreled shotgun not working properly
/🆑

* [NO GBP] Fixed a runtime, and double-barreled shotguns.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-25 22:41:43 -04:00
SkyratBot a987777c30 [MIRROR] Compact shotgun re-added [MDB IGNORE] (#23248)
* Compact shotgun re-added

* Update inventory.dm

* Update inventory.dm

* Modular icon de-override

* And the rest of them

* There is more..

---------

Co-authored-by: LukasBeedellCodestuff <92578337+LukasBeedellCodestuff@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-08-23 16:44:32 -04:00
SkyratBot 53955051d0 [MIRROR] Adds a check grep for using src as a trait source rather that REF(src) [MDB IGNORE] (#23264)
* Adds a check grep for using `src` as a trait source rather that `REF(src)` (#77836)

## About The Pull Request

Using `src` as a trait source is an error and can often lead to
hard-deletes

If you wish to tie a source to a certain datum, it is common to use
`REF(src)` instead.

Ideally, we would lint or test for any use of a reference rather than a
string in use in trait sources, but that's a bit harder to setup.
Currently (from what I can see) the *only* erroneous use of references
as sources are via `src`, so it being the most common error, I see it
fine to lint for it.

## Changelog

Nothing player facing.

* Adds a check grep for using `src` as a trait source rather that `REF(src)`

* Update style.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-23 01:18:53 -04:00
OrionTheFox dcd3fce15f Removes Obsolete, Unused, and Unmaintained overrides (#23232)
* Remove unused override comments and fix a few I found

* remove lighting icon overrides (obsolete)

* remove laz/borg overrides (obsolete)

* Remove the catch-all e-gun override, manually overrides the two severely out of date sprites that we ACTUALLY have updates for

* oop

* removes obsolete surgery table sprite (probably technically too close to Bay's to be using actually)

* Love un-updated pathing

* oop

* this back icon wasn't even on this gun ever was it

* didn't notice this override >:(
2023-08-22 13:15:24 -07:00
SkyratBot 1d2c7e83a9 [MIRROR] Reverts Laser Ammo Capacity To Pre-Buff Values [MDB IGNORE] (#23252)
* Reverts Laser Ammo Capacity To Pre-Buff Values (#77799)

## About The Pull Request

Closes #77793

This PR reverts the buffs made to ammo capacity on laser weapons in PR
#75329 . This PR does not touch anything else about the laser buffs
(damage and wound chance).

## Why It's Good For The Game

In the eyes of some, the laser buffs were a necessity to prevent them
feeling like a wet noodle (which I don't think was the case, but I
digress). However, the laser buffs also brought along a reduction in
energy cost per shot, which has allowed people to effectively spam the
newly buffed lasers to an unhealthy degree, since they only need to land
4 of the many shots a laser gun can currently produce to win the fight.

The buff as a whole has created a massive power gap between the rest of
the crew's weaponry and lasers, who wildly outclass anything else the
crew can currently obtain along with some antag gear. The crew was
already in a position of strength compared to the antagonists they face,
so the buff has had negative implications regarding the current balance.
However, if we allow antags to get buffed in line with the new lasers,
then lasers will become the only option as opposed to the clear best
option, which I don't think we want. So, I think nerfing the ammo
capacity back down to what it was originally is the most healthy way to
bring lasers back in line without making them feel weak. Let's see what
happens.

## Changelog
🆑
balance: Lasers now have increased energy cost, reverting the cost back
to the initial value before the laser buff.
/🆑

* Reverts Laser Ammo Capacity To Pre-Buff Values

---------

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
2023-08-21 21:42:04 -04:00
SkyratBot 05b2850ae4 [MIRROR] Fixing embedding for projectiles. [MDB IGNORE] (#23217)
* Fixing embedding for projectiles. (#77674)

So, the main issue was that the variables for the embed element wouldn't
set when attached to a projectile but only on items for some
insignificant reason, which means it'll spawn the shrapnel yes, but
won't embed it since the chance is null/zero. I read the code over and
over and over with the assumption that something like this wouldn't have
been done, yet it was.

As for the secondary issue, because of how embedding works, the casing
types of arrows and harpoon aren't spawned when hitting a non-carbon or
reaching their maximum range. So, I'm re-enabling the reusable arg/var
for the caseless component of harpoons and arrows, and modifying the
`projectile_drop` to not drop their payload if the embedding component
would already do that, so we avoid duping.

* Fixing embedding for projectiles.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-20 20:11:26 -04:00
SkyratBot d21e06104f [MIRROR] Dunking handle_atom_del() in the trash bin. [MDB IGNORE] (#23183)
* Dunking handle_atom_del() in the trash bin.

* Update _box_magazine.dm

* Modular paths

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-18 12:17:04 -04:00
SkyratBot 21e208d678 [MIRROR] fixes a typo from unloading a revolver [MDB IGNORE] (#23148)
* fixes a typo from unloading a revolver

* Update ballistic.dm

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-17 11:55:02 -04:00
SkyratBot 57272c8d22 [MIRROR] Basic Watchers & Basilisks [MDB IGNORE] (#23137)
* Basic Watchers & Basilisks (#77630)

## About The Pull Request

This one is a double feature because Watchers and Basilisks share the
same typepath. You might see a couple more of those.
As is tradition I decided to fuck with them rather than just port them.
Here's what's up.

**Basilisks**

![image](https://github.com/tgstation/tgstation/assets/7483112/9e4b0115-65dd-4df7-b62a-21c7be8549bf)

![image](https://github.com/tgstation/tgstation/assets/7483112/59162e68-7d73-4659-9531-5078ff751228)

- Have a new soulless sprite which looks less like a living blue hedge.
- Walk at you and shoot you while you are not in range (just like
before).
- Become supercharged if they become "heated" by lava, lasers, or
temperature weapons. This was a feature they also previously had but
they would never encounter lava, so now it also works if you use the
wrong gun on them.
- Lose their supercharge if you cool them down.
- Otherwise pretty normal mobs.

**Watchers**

https://www.youtube.com/watch?v=kOq_Bf78k5A
Here's a traditional video of me intentionally getting hit by mechanics
(trust me its definitely on purpose)

- They glow emmissively a little bit so you can see them from further
away.
- Their eyes light up about 0.5 seconds before they are able to shoot at
you.
- No longer melee attack, instead try to stay out of melee.
- Will occasionally put you into "Overwatch", meaning they will shoot
you rapidly if you move or act while they're staring at you for a brief
time period (after which you become immune for 12 seconds, and during
which other watchers will play fair and stop shooting at you).
- If they start taking damage they will also start using their "Gaze"
attack, look away or suffer some kind of negative effect!
- - Normal watcher gaze flashes and confuses you.
- - Magmawing watcher gaze obviously burns (and briefly stuns) you.
- - Icewing watcher gaze freezes you and throws you backwards.
- Magnetically attract and eat diamonds. They also used to do this, but
just if they happened to coincidentally walk past some.

**Other accompanying changes**

All basic mobs will now adopt the "stop gliding" trait if they get
slowed down too much.
I moved behaviour for "fire a projectile from this atom" into a helper
proc because I was using it in three places and I will probably use it
in more places. There are probably other places in the existing code
which could be using this.
I think I made the basic mob melee attack forecast default a little more
forgiving, they were fucking me up too much and I am the playtester.

## Why It's Good For The Game

Another one off the list.
New tricks for old dogs.
Framework for making mobs with ranged attacks "fairer" (you can see when
they are ready to shoot you).
More (hopefully) versatile AI behaviours which we will reuse later (I
hope I'm not duplicating one someone already made).
If our players "enjoy" them enough we can give more mobs "don't look at
me" mechanics.
Removes some soul sprites.

## Changelog

🆑
refactor: Basilisks and Watchers now use the basic mob framework. Please
bug report any unusual behaviour.
sprite: Basilisks have new sprites.
add: Basilisks will go into a frenzy if heated by energy weapons or
temperature beams as well as by lava.
add: Watcher eyes will be illuminated briefly when they are ready to
fire at you.
add: Watchers can now briefly put you into "Overwatch" and penalise you
for moving while they can see you.
add: Wounded watchers will occasionally punish players who look at them.
balance: Unusual watcher variants are more likely to appear.
/🆑

* Basic Watchers & Basilisks

* Modular paths

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-16 20:20:53 -04:00
SkyratBot 57f952f49f [MIRROR] ammo bands no longer disappear upon icon updates [MDB IGNORE] (#23119)
* ammo bands no longer disappear upon icon updates (#77603)

## About The Pull Request
moves the `update_ammo_band()` call from `update_icon_state` to
`update_overlays`, so that the ammo layer sticks around

## Why It's Good For The Game

visual clarity. i want to be able to see which speedloader/magazine/etc
does what for my gun

## Changelog

🆑
fix: Colored ammo bands, such as those on .357 and .38 speedloaders, no
longer permanently disappear upon icon update.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>

* ammo bands no longer disappear upon icon updates

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
2023-08-16 09:49:18 -04:00
SkyratBot 3b01999db7 [MIRROR] Fixes Ticked File Enforcement and Missing Unit Test (and makes said Unit Test Compile) (and genericizes the C&D list to the base unit test datum) [MDB IGNORE] (#23117)
* Fixes Ticked File Enforcement and Missing Unit Test (and makes said Unit Test Compile) (and genericizes the C&D list to the base unit test datum)

* Updates ignores

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-16 04:08:15 -04:00
SkyratBot 2d804d3645 [MIRROR] Reflavors the Mosin to be a surplus rifle from the past IC 200 years, rather than from 670 years ago in game. Allergy warning: May contain microscopic silverscale buff [MDB IGNORE] (#23091)
* Reflavors the Mosin to be a surplus rifle from the past IC 200 years, rather than from 670 years ago in game. Allergy warning: May contain microscopic silverscale buff

* oorah

* im sure more will come up eventually

---------

Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-08-15 16:41:13 -04:00
SkyratBot 62790aab19 [MIRROR] guns' projectile damage multiplier reflected in examines, gives guns a vareditable projectile wound bonus modifier [MDB IGNORE] (#23049)
* guns' projectile damage multiplier reflected in examines, gives guns a vareditable projectile wound bonus modifier (#77280)

## About The Pull Request
A gun's projectile damage multiplier is now reflected in its "show
combat info" examine, so now the shots-to-crit on guns with a modified
projectile damage multiplier (say, the PP-95 SMG, under the slightly
inaccurate typepath `automatic/plastikov`) is accurate. This applies to
both energy weapons and ballistics.

Also, added a new variable that multiplies a fired projectile's wound
bonus. Could be used to make guns really bad at wounding or good at
wounding innately for... reasons? Not really touched by anything for
now.

## Why It's Good For The Game

Being able to account for projectile damage multiplier probably helps in
regards to "how many bullets DOES it take to crit someone else?", since
you don't really get told about it in-game.

The wound bonus thing could be used for adminbus as a joke or to make a
gun more distinct in regards to "how often do I make someone's blood
fall out/leg break/etc."

## Changelog
🆑
fix: Projectile damage multipliers on guns are now reflected in their
combat information.
admin: Admins can now make a gun's fired projectiles better or worse at
wounding by changing the gun's projectile_wound_bonus. Surely this will
not have any repercussions.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>

* guns' projectile damage multiplier reflected in examines, gives guns a vareditable projectile wound bonus modifier

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
2023-08-12 23:26:38 -04:00
Bloop b766255ef6 [MISSED MIRROR] Setting a few things straight with embedding and caseless ammo. (#77450) (#23014)
Setting a few things straight with embedding and caseless ammo. (#77450)

## About The Pull Request
So, when I made the `caseless` and `projectile_drop` elements, I failed
to take into account that bullets have an embedding variable sets, which
led to a few projectiles being embeddable when they shouldn't.

Beyond that, I wanted arrows and harpoons to be reusable yet embeddable,
which lead me to change a couple lines on the `embed` element, since
whoever made the element thought it was a good idea to add the
unnecessary step of attaching a copy of it to the `payload_type` of a
fired projectile before trying to embed it. Like, why? All that's going
to do is cause the resulting item to become embeddable, which may be an
issue for anything other than drop-deletable shrapnels. So yea, arrows
and harpoons, and emagged lollipops will now embed properly.

I've also deleted an unused, problematic subtype of quiver and arrow
casing, and made the quiver storage use

## Why It's Good For The Game
This will fix #77187. Perhaps buff harpoons and arrows a little but meh.

## Changelog

🆑
fix: Fixed fired foam darts, gumballs and (harmless) lollipops being
embeddable.
fix: Projectiles that should embed while being reusable will now do so
correctly, actually embedding the reusable casing instead of a shrapnel.
balance: Arrows are generally more likely to embed now, except for
blazing ones, that kind of just blaze.
qol: the quiver storage now uses numerical stacking (like botany and ore
bags, or the RPED, for example).
/🆑

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-11 14:23:29 -04:00
SkyratBot f77b5c91c3 [MIRROR] Moving a signal to the connect loc list for projectiles. [MDB IGNORE] (#22966)
* Moving a signal to the connect loc list for projectiles. (#77448)

## About The Pull Request
Projectiles already have a connect_loc element attached to them.

* Moving a signal to the connect loc list for projectiles.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-09 16:56:25 -04:00
SkyratBot 7c68b51b6c [MIRROR] Nukies Update 7: Hats (Also massive uplink standardization, weapon kits and ammo changes) [MDB IGNORE] (#22937)
* Nukies Update 7: Hats (Also massive uplink standardization, weapon kits and ammo changes)

* Update nukeops.dm

* Update clownops.dm

* Modular fixes

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-08 12:38:40 -04:00
SkyratBot b4638e4326 [MIRROR] Portals now have a colorful glow [MDB IGNORE] (#22888)
* Portals now have a colorful glow (#77298)

## About The Pull Request

Most instances of /obj/effect/portal now faintly glow their respective
color.

![image](https://github.com/tgstation/tgstation/assets/28870487/3044b435-d4e7-4ba5-86f9-ca6f9e4415c1)

This was taken in the dark, the glow isn't as noticeable in the light.

Anomaly/jaunter/mech wormholes do not glow, since they use the
black-and-grey swirly sprite and don't look like they'd emit any kind of
light.

Also autodocs some portal related vars and changes one proc to not use
single char vars.

I also tried adding a soundloop but it sounded kind of crappy so I
decided against it.
## Why It's Good For The Game

Makes the portals a little bit prettier :)
## Changelog
🆑 Rhials
qol: Most of the colored oval-shaped portals faintly glow now. Cool!
/🆑

* Portals now have a colorful glow

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
2023-08-05 14:55:19 -04:00
Bloop a443151be3 Fixes revolver losing ammo capacity with each reload (modular version) (#22853)
* Fixes revolvers losing ammo capacity on reload (again)

* Update ballistic_master.dm

* Update ballistic_master.dm

* Butchers this copy paste proc in favor of skyrat edits

* Linter appeasement
2023-08-03 08:36:14 -04:00
SkyratBot 30a4dcdb44 [MIRROR] Buffs Xenomorph Neurotoxin from 50 to 65 Stamina Damage [MDB IGNORE] (#22835)
* Buffs Xenomorph Neurotoxin from 50 to 65 Stamina Damage (#77276)

## About The Pull Request

This PR buff xenomorph's neurotoxin stamina damage from 50 to 65.

## Why It's Good For The Game

Right now in most cases, xenos will need to land 3 spits to stun a
crewmember due to the current values. You can also now use armor to
negate the stamina damage, so neurotoxin wasn't feeling as strong as it
should have. 65 stamina damage is on par with a stun baton, and also
gives xenos some leeway to land their second shot to paralyze their
target, making it a more useful ability.

## Changelog
🆑
balance: Xenomorph neurotoxin has been buffed (50 -> 65 stamina damage)
/🆑

* Buffs Xenomorph Neurotoxin from 50 to 65 Stamina Damage

---------

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
2023-08-02 13:48:00 -07:00
SkyratBot 72b1a979ff [MIRROR] Improves the RPG loot wizard event. [MDB IGNORE] (#22800)
* Improves the RPG loot wizard event. (#77218)

## About The Pull Request
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.

Bodyparts, two-handed melees, bags, guns and grenades, to name a few,
have a bunch of type-specific stat changes depending on their quality.

Some items won't gain fantasy suffixes during the RPG loot event, like
stacks, chairs and paper, to make gamifying the stats a bit harder.
I'm sure there'll still be other ways to game the event, but it's not
that big of a deal since these are the easiest ways to game it.
High level items also have a cool unusual effect aura

## Why It's Good For The Game
Makes the RPG item event cooler. Right now, it's a bit lame since
everything only gains force value and wound bonus on attack. This makes
the statistic increases more type-based and make it interesting to use

It's okay for some items to be powerful since this is a wizard event and
a very impactful one too. By making the curse of hunger items not spawn
on people, it'll also make it a less painful event too.

## Changelog
🆑
add: Expanded the RPG loot wizard event by giving various different
items their own statistic boost.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Improves the RPG loot wizard event.

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2023-07-31 20:02:03 -04:00
SkyratBot 99ca73c687 [MIRROR] fixes revolvers losing ammo capacity when you load in ammo [MDB IGNORE] (#22762)
* fixes revolvers losing ammo capacity when you load in ammo (#77157)

## About The Pull Request

fixes https://github.com/tgstation/tgstation/issues/76681

Unfortunately, for revolvers, chambered is whatever is first on the list
of stored_ammo rather than that ammo being removed from the magazine. If
something works like a revolver does, we don't remove chambered from
stored_ammo.

## Why It's Good For The Game

The way revolvers work is literally so that we can have russian
roulette, just so you know.

## Changelog
🆑
fix: Fixes revolvers losing ammo capacity when you reload them.
/🆑

* fixes revolvers losing ammo capacity when you load in ammo

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2023-07-29 03:24:34 -04:00
SkyratBot 7b4237c692 [MIRROR] Implements usage of the REVERSE_DIR macro throughout the code. [MDB IGNORE] (#22743)
* Implements usage of the REVERSE_DIR macro throughout the code. (#77122)

## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.

## Changelog

N/A

* Implements usage of the REVERSE_DIR macro throughout the code.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-07-28 14:32:01 -04:00
SkyratBot 39bdedc029 [MIRROR] Splits ballistic firearms "mag_type" into "accepted_magazine_type" and "spawn_magazine_type", fixing a few funny magazine bugs [MDB IGNORE] (#22680)
* Splits ballistic firearms "mag_type" into "accepted_magazine_type" and "spawn_magazine_type", fixing a few funny magazine bugs (#76973)

## About The Pull Request

As the title says, mag type has been split into two variable that do
different things:

Accepted magazine type handles what magazines that gun will accept, type
and any subtypes. If spawn magazine type isnt defined, then it will be
made equal to accepted magazine type to prevent having to double define
magazines on every gun ever.

Spawn magazine type is separate from accepted magazine type, spawn
magazine type is what magazine the gun will actually spawn with. This
exists because there are a few weapons which are made to spawn with
special magazines, that can't use normal magazines anymore. For example,
the riot dart pre-loaded donk soft pistol can only ever be reloaded with
the riot subtype of donk soft magazines at the moment. This isn't
typically something people notice because new magazines are usually not
a thing people come by with these specific weapons, but its a problem I
noticed while coding some weapons.
## Why It's Good For The Game

In short, certain weapons (mostly donksoft weapons, but there's a single
traitor pistol subtype that spawns with fire ammo) will no longer be
limited to the exact subtype of magazine they spawned with, allowing
them to use the normal versions of those magazines as well.
## Changelog
🆑
refactor: The mag_type variable on guns has been split between
accepted_magazine_type and spawn_magazine_type, allowing weapons to
safely spawn with subtypes of their normal magazines without breaking
the weapon
fix: Several weapons that spawned with special magazines, the riot dart
pre-loaded donk pistol for example, will now be able to accept normal
donksoft magazines that don't spawn loaded with riot darts.
/🆑

* Splits ballistic firearms "mag_type" into "accepted_magazine_type" and "spawn_magazine_type", fixing a few funny magazine bugs

* merge conflict

* merge conflict continued

---------

Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-25 20:24:07 -04:00
SkyratBot dcd2d0e418 [MIRROR] Adds a wizard Right and Wrong that lets the caster give one spell (or relic) to everyone on the station [MDB IGNORE] (#22637)
* Adds a wizard Right and Wrong that lets the caster give one spell (or relic) to everyone on the station (#76974)

## About The Pull Request

This PR adds a new wizard ritual (the kind that require 100 threat on
dynamic)

This ritual allows the wizard to select one spellbook entry (item or
spell), to which everyone on the station will be given or taught said
spell or item. If the spell requires a robe, the spell becomes robeless,
and if the item requires wizard to use, it makes it usable. Mostly.

- Want an epic sword fight? Give everyone a high-frequency blade

- One mindswap not enough shenanigans for you? Give out mindswap

- Fourth of July? Fireball would be pretty hilarious...

The wizard ritual costs 3 points plus the cost of whatever entry you are
giving out. So giving everyone fireball is 5 points.

It can only be cast once by a wizard, because I didn't want to go
through the effort to allow multiple in existence

## Why It's Good For The Game

Someone gave me the idea and I thought it sounded pretty funny as an
alternative to Summon Magic

Maybe I make this a Grand Finale ritual instead / in tandem? That's also
an idea.

## Changelog

🆑 Melbert
add: Wizards have a new Right and Wrong: Mass Teaching, allowing them to
grant everyone on the station one spell or relic of their choice!
/🆑

* Adds a wizard Right and Wrong that lets the caster give one spell (or relic) to everyone on the station

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-07-22 22:47:17 -04:00
Bloop 59f3bc0aec [MODULAR] Fixes smoothbore getting the wrong cell type, removes skyrat edits (#22617)
* Fixes smoothbore getting the wrong cell type, removes skyrat edits

* Update tgstation.dme

* Yep, knew it
2023-07-21 13:15:45 -07:00
SkyratBot 8f6dd1c466 [MIRROR] Adds in the smoothbore disablers. [MDB IGNORE] (#22528)
* Adds in the smoothbore disablers.

* Resolve merge conflicts + ammo HUD stuff

* No better way to do this than a skyrat edit since the proc sleeps

* Fixes a changed path

---------

Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-19 00:13:46 -04:00
SkyratBot 07fa5992a4 [MIRROR] Adds p_They (and friends) for capitalized pronoun helpers [MDB IGNORE] (#22555)
* Adds p_They (and friends) for capitalized pronoun helpers

* Fixes modular pronouns

* Merge conflict

* Update spank_related.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-18 22:10:59 -04:00
SkyratBot 2c997dd1c2 [MIRROR] [GBP: NO UPDATE] Reduces the sniper scope range to something that allows smoother aiming [MDB IGNORE] (#22561)
* [GBP: NO UPDATE] Reduces the sniper scope range to something that allows smoother aiming (#76882)

## About The Pull Request

Tragically this distance causes massive mouse move latency. The new
value is still decently long and smoother to aim.

## Why It's Good For The Game

I think it would be nice if people told me that shit is unusable from
time to time.

## Changelog
🆑
fix: Sniper rifles have a range that allows them to aim more smoothly
(and still decently long ranged)
/🆑

* [GBP: NO UPDATE] Reduces the sniper scope range to something that allows smoother aiming

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-18 16:56:33 -04:00
SkyratBot efbe50f2b2 [MIRROR] Arcane/Blood Barrage fixes, cleans up cult spell code, autofire barrage, more responsive/sane blood collection [MDB IGNORE] (#22495)
* Arcane/Blood Barrage fixes, cleans up cult spell code, autofire barrage, more responsive/sane blood collection (#76852)

## About The Pull Request

Refactors arcane barrage (the wizard spell) and blood barrage (the weird
version of the same spell that cultists get) into the magic subtype. No
longer are they rifles...for some reason. Also they have sprites once
again! Yay. Fixes https://github.com/tgstation/tgstation/issues/76561

So as to not replicate a really crappy system used to get the hand
swapping working, I've just opted to take this opportunity to make
arcane barrage an automatic fire weapon. Yes, this is kind of a feature,
but it's...it's appropriate, don't you think? And I don't think
meaningfully changes its fire rate?

Blood Barrage no longer harms cultists/constructs shot by it and now
properly just heals them/injects them with unholy water. Why all this
was shoved into the Bump() proc is beyond me, but it works now. Fixes
https://github.com/tgstation/tgstation/issues/76560

I've improved the variables for some of the cult spells, and I've also
fixed what I think is one the most pesky parts of how drawing blood
works. So, rather than using range(), it uses view(), which seems to
cause the spell to be a bit funky with lighting? So if you're in
darkness (gosh cultists in dim light, how unheard of), this spell
struggles to gather up blood. Not anymore it doesn't!

Lastly, it only worked on blood pools or droplets, not blood trails. So,
you could bleed a character out by dragging them around, but not sap up
the blood they're dropping from doing so. Only the intermittent blood
splatters or your own bloody footprints count.

Here is the funny thing with that. It still cleans up the blood trail.
You just couldn't activate the blood draw from the trail or treat it as
blood. Now you can. Blood trails now give you +5 charges, and you can
activate the blood draw using blood trails.

## Why It's Good For The Game

Arcane Barrage/Blood Barrage:

This was some really old code and I'm still not sure why they were made
as a separate spell to the madoka reference, which at this stage is
still better than this spell. But at least it is using a sensible
subtype with a reasonable, more modern component to facilitate the
'rapid firing barrage of magical bullet' image this spell is meant to
invoke. As a result of all this nonsense, this spell had its sprites
broken because it kept being attached to stuff in the rifles folder.
Let's put a stop to that here and now and break it independently
instead.

Oh also cultists getting shot by healing bullets that still killed them
is both funny and dumb and the way it worked was bonkers.

Blood Draw:
A cultist trying to determine, on the fly, what blood is a valid for the
blood draw is nearly impossible from visual alone. You'd be convinced
this part of the spell is broken just because having a splatter and a
trail on the same tile massively obfuscates whether you're looking at
valid sources of blood. I've struggled to understand as a player what
was going on and why it was so selective about what was acceptable. Now
I see that the problem was one of visual accuracy, bad type checking,
and really, really outdated code that should have been improved with
better procs.

Blood trails are also actually made from dragging out a creature's
bloody corpse. For humans, the most common source of blood trails, this
does actually mean they're losing blood to produce these trails. It
stands to reason this should be a valid source (bloody footprints are,
after all). I gave them a...somewhat minor amount of charge contribution
just to keep it moderately sane for how much blood it generates.

## Changelog
🆑
refactor: Arcane Barrage and Blood Barrage are magic gun subtypes and
not rifle subtypes. Also they have sprites again.
qol: The barrage spells now use the automatic component to do its thing.
fix: Blood Barrage once again heals cultists and constructs without
hurting them.
code: Cleans up how Blood Rites finds blood to draw in. You can now just
click turfs as well as blood, and it should now be much more accurate
about it.
qol: Blood trails contribute to charges gained using Blood Rites. You
can also activate Blood Rite's blood draw using blood trails.
/🆑

* Arcane/Blood Barrage fixes, cleans up cult spell code, autofire barrage, more responsive/sane blood collection

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2023-07-16 13:48:35 -04:00
SkyratBot bd4962517e [MIRROR] Better inhand icons for the laser muskets! [MDB IGNORE] (#22486)
* Better inhand icons for the laser muskets! (#76841)

## About The Pull Request

Remade because I'm a derp.

The inhand icons for laser muskets did not indicate whether or not they
were charged. Now it will look different depending on the charge.

That's it really! I tried to make them look as close to the original
sprite as possible.

## Why It's Good For The Game

Better indication of if a gun is loaded, and the inhand sprites match
the held ones better.

![dreamseeker_tRcNjkWDYT](https://github.com/tgstation/tgstation/assets/13398309/d9943f21-ed5b-4737-8876-46dfb70b91e9)

~~I didn't animate the prime one, but I might if I get bored and this
takes long enough to merge.~~

EDIT: and I got bored. New animated versions:

![dreamseeker_lMCam9D7XD](https://github.com/tgstation/tgstation/assets/13398309/de953cb5-ea36-49e1-b909-e8f2abdce3c4)

## Changelog

🆑
qol: laser muskets' inhand sprites will show now whether or not they are
charged
image: new inhand sprites for the laser muskets
/🆑

* Better inhand icons for the laser muskets!

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-16 00:41:44 -04:00
SkyratBot 2f552919c1 [MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two

* Merge conflict resolution

* Modular path hell

* hmm

* Update 2022-10.yml

* Another modular thing

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-16 00:41:18 -04:00
SkyratBot 0a03e8a2a7 [MIRROR] Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types [MDB IGNORE] (#22481)
* Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types

* Resolve merge conflicts

* Modular adjustments

* destroy this double return on destroy

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 22:51:23 -04:00
Bloop 0d5d2463dc Fixes issue with the ammo counter HUD displaying inaccurately for revolvers (#22324)
* Fixes issue with the ammo counter HUD displaying inacurately for revolvers

* Update counter when ejecting/loading bullets
2023-07-15 16:47:38 -07:00
SkyratBot e264ee3644 [MIRROR] Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts [MDB IGNORE] (#22469)
* Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts

* Update communications.dm

* Modular override

* Some modular adjustments, removes 'emagged' vars in favor of obj_flags

* whoops, mobs don't have obj_flags.

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 16:46:17 -04:00
SkyratBot 1f04ea99c3 [MIRROR] fixes invisible arrows [MDB IGNORE] (#22470)
* fixes invisible arrows (#76807)

## About The Pull Request

fixes https://github.com/tgstation/tgstation/issues/76636

## Why It's Good For The Game

Invisible sprites bad.

## Changelog
🆑
fix: Fixes holy arrows being invisible.
/🆑

* fixes invisible arrows

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2023-07-15 15:14:42 -04:00
SkyratBot 941249f72f [MIRROR] Gets rid of an unneeded second arrow definition [MDB IGNORE] (#22471)
* Gets rid of an unneeded second arrow definition (#76787)

## About The Pull Request

When they were merging during
https://github.com/tgstation/tgstation/pull/76703 this must have gotten
accidentally put back into the code. This should have been removed by
the recent caseless refactor PR.

## Why It's Good For The Game

Keep the code clean.

## Changelog

Not player facing

* Gets rid of an unneeded second arrow definition

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-15 12:48:10 -04:00
SkyratBot fd2c6fb35b [MIRROR] Adds a new heavy weight space pirate variant: The space IRS! [MDB IGNORE] (#22365)
* Adds a new heavy weight space pirate variant: The space IRS!

* Fix merge conflicts, UpdatePaths

* Fixes some path changes

* Updates icon files, adds a new sprite for breacher slug box illustration

* Removes some skyrat edits and puts them in modular overrides instead

---------

Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 03:39:23 -04:00
SkyratBot 2591045bb0 [MIRROR] Xenomorph/Alien Rework 2023: Part 1 [MDB IGNORE] (#22054)
* Xenomorph/Alien Rework 2023: Part 1 (#75286)

## About The Pull Request

Alternative to #75277

Kept you waiting, huh?

This PR is the first part of a Xenomorph rework which seeks to make the
big lugs more balanced and up to date with /tg/'s current design. This
mainly involves curtailing xenomorph's infamous hardstuns into more
interactive forms of combat, while also giving some buffs to the
xenomorph's more unique abilities in order to keep them threatening.

Part 1 will focus on simple number changes and some simple mechanic
changes. In the future, changes will be made to endgame involving
xenomorphs, along with changes to other facets of Xenomorphs.

Highly based off of #55937.

Changes:

- Xenomorph disarm has been completely reworked. While a disarm will
attempt to, well, disarm, a human opponent should they be holding
something, it will no longer immediately hardstun targets when they
aren't. Instead, the xenomorph will shove the target several tiles back
and inflict 35 stamina damage. If the target slams into a wall, this
will also come with the added effect of knocking them down. If a human
is incapacitated, however, right click will slam them into the ground,
which paralyzes them for a lengthy 5 seconds (which is ultimately half
the time xenos could stun you for before), allowing for safe transport
back to the nest as long as you keep them close.

- Humans can now shove xenomorphs. Due to being the superior predator,
however, you can't knock down xenomorphs from shoving. You can slow them
for a little bit akin to humans though.

- Neurotoxin no longer is a hardstun. Instead, it deals 50 stamina
damage on contact. It is still resisted by BIO armor.

**HUNTER:**
- Speed reduced from -1 to -0.3.
- Pounce speed is twice as fast as before (1 to 2)
- Hardstun time on pounce reduced from 10 seconds to 5 seconds.

Hunters being insanely fast has been a major balance-ruining factor of
xenomorphs for many years now. These buggers could practically ambush
anyone, hardstun them immediately, and then leave before anyone could do
anything. Now, with their speed nerfed and in combination with the xeno
shove changes, hunters will need to spend more time to down a target.
Their pounce was practically useless, so its been sped up in order to
make it more practical to use.

**SENTINEL**
- Speed reduced from 0 to 0.2
- Cloak alpha reduced from 0.75 to 0.25 (you're more hidden now)

Sentinels receive a large nerf in regards to their spit, but their
before useless cloaking ability has been greatly improved upon as
compensation. They now serve better as defenders and ranged ambushers.

**XENOMORPH DRONE**
- No changes

As in the original PR, drones are perfeclty balanced in my eyes, so no
changes were required.

**XENOMORPH PRAETORIAN**
- Speed increased from 1 to 0.5
- No changes

Praetorians get affected by the nerfs of the other xeno abilities, but
now they're a bit faster in order to close the gap to use their
abilities.

**XENOMORPH QUEEN**
- Speed increased from 3 to 2
- Health increased from 400 to 500
- Damage increased from 20 to 50

Xenomorph queens have been sped up and made more tanky and lethal in
close-range combat. Fighting this beast up-close should be a death
sentence to almost anything else in the game. Speed increases will help
her re-position and close the gap on potential prey.

**OTHER CHANGES**
- Fixed a bug where simplemobs didn't actually use xenomorph's damage
values when they were attacked by them.

## Why It's Good For The Game

Xenomorphs are old, and haven't been updated for quite a long time. This
has left them as sources of a bunch of hardstuns which made counterplay
from a modern spaceman extremely difficult. With these changes, fighting
xenomorphs is more interactive and should end up being more enjoyable
for both crew and xenos. Buffs were also given out to incentivize usage
of xenomorph's unique abilities as opposed to the standard disarm spam
which was most effective for them until now.

## Changelog
🆑
balance: Xenos have been rebalanced, removing their hardstuns on their
disarm and neurotoxin, along with a slew of other changes. Xenos have
received buffs to their more unique abilities in return.
fix: Fixed simplemobs ignoring xenomorph's melee damage values when
being attacked by them.
/🆑

* Xenomorph/Alien Rework 2023: Part 1

---------

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-07-14 15:58:19 -04:00
SkyratBot e3cd27ab6d [MIRROR] The Laser Musket (2023) (Settlement Helper Edition) [MDB IGNORE] (#22156)
* The Laser Musket (2023) (Settlement Helper Edition) (#76231)

## About The Pull Request
This adds a craftable laser musket to the game. It's slow and unwieldy,
but consistent! I'd be happy to tweak the numbers if it's too good/bad.

This PR also adds an independent militia ERT, who travels the spinward
sector to help defend stations!

TO DO LIST:

- [x] Finish worn sprites
- [x] Add a crafting recipe on par with the pipegun
- [x] Add bayonets
- [x] Separate charging into two stages and REDO THE AUDIO AAAA
- [x] Clean up code (Needs review, totally)

Scrapped:

- Possibly add overcharge mechanic (This is just beyond my skill level
for now)
- Find a unique sound for the weapon firing (We have a unique
projectile, and I can't a sound that fits more than the laser gun one)

![image](https://github.com/tgstation/tgstation/assets/73589390/40ee8f1d-5c1f-4638-af70-ff1215b85c9e)

![1211
(1)](https://github.com/tgstation/tgstation/assets/73589390/1a4b9856-a878-4500-96ce-4fd83587fa81)

![musket (2) (2)
(2)](https://github.com/tgstation/tgstation/assets/73589390/2ebdc2ed-6f78-4761-9deb-a1b2d337a02d)

![aaaa1
(1)](https://github.com/tgstation/tgstation/assets/73589390/6076edd3-97c9-41ec-a67a-90717f97eab0)

![image](https://github.com/tgstation/tgstation/assets/73589390/c47e44bd-3f4b-44b3-aaa5-9b1c25a72cad)

Inhands by RedSentry27
Suit sprite by Kinnebian
Prime Laser Musket sprites by RedSentry27

Balance Considerations (ew):
25 damage (30 on prime)
Normal wound
40 Stamina damage (45 on prime)
Weak to armour (prime not weak to armor)
2 second charge time, needs to be charged twice
No overcharge
Requires two hands to hold (like a chainsaw)

Crafting Recipe:
One rifle stock
Fifteen Cable Coils
Four Iron Rods
One micro laser
One capacitor
One pair of prescription glasses
One drinking glass
Craft for 10 seconds with a wirecutter and screwdriver

Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a
space ranger")
One laser musket
Fifteen cable coils
Five silver
One water recycler
Fifteen units of nuka cola
Craft for 30 seconds with a screwdriver while wearing cowboy boots and a
cowboy hat
## Why It's Good For The Game
The idea of assistants and revs forming firing lines in the halls to
shoot eachother sounds hilarious. Besides, we need a parallel to the
pipegun, and this is the funniest way to do so.
## Changelog
🆑 Cheshify, Kinnebian, and RedSentry27
add: Maintenance engineers have sent out blueprints across the sector
for a new laser musket.
admin: A new energy-gun toting ERT is available to send to the crew.

---------

Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>

* The Laser Musket (2023) (Settlement Helper Edition)

* Update guns.dm

* Update guns.dm

* Fixes vox/teshari greyscale config paths

---------

Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-14 15:21:42 -04:00
SkyratBot 2f5c7f8389 [MIRROR] Icon folder cleaning wave one [MDB IGNORE] (#22374)
* Icon folder cleaning wave one

* Fixe a merge conflict

* Fixes some more merge conflicts

* Fixes some modular icon paths

* Fixes even more modular icon paths...

Hopefully that's the last of them

* Fixes some merge discrepencies

* More merge issues

* ok

* not ok

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 16:24:33 -04:00
SkyratBot a54bb4648d [MIRROR] Rocket launcher's backblast now doesn't ignore armor. [MDB IGNORE] (#22402)
* Rocket launcher's backblast now doesn't ignore armor. (#76718)

* Rocket launcher's backblast now doesn't ignore armor.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-07-12 20:58:53 -04:00
SkyratBot 4a779bb4b6 [MIRROR] Bibles, Lighters, and Cowboy Hats can block bullets [MDB IGNORE] (#22282)
* Bibles, Lighters, and Cowboy Hats can block bullets (#76521)

## About The Pull Request

If you are wearing a bible or lighter in your suit slot, or a cowboy hat
on your head, there is a small (2%) chance that bullets (only bullets,
not lasers) will hit them instead of you.
This destroys lighters, removes the storage capacity of the bible, or
sends the hat flying off your head.

The Bounty Hunter's cowboy hat has a significantly higher chance to
intercept bullets.

## Why It's Good For The Game

Adds some fun flavour to these items.

## Changelog

🆑
add: A bible or lighter in your suit slot, or cowboy hat on your head
will occasionally intercept a bullet.
/🆑

* Bibles, Lighters, and Cowboy Hats can block bullets

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-11 23:59:06 -04:00
SkyratBot f8ee9961d5 [MIRROR] Fixes some inconsistencies with the chaplain revolver and gets rid of a weird ammo define [MDB IGNORE] (#22108)
* Fixes some inconsistencies with the chaplain revolver and gets rid of a weird ammo define (#76237)

## About The Pull Request

Firstly, I gave the revolver a new sprite. I mean, this isn't so much of
an improvement as it is a reference I wanted to go with, so if people go
'no not a new sprite' I don't mind reverting.

What's the reference? Check the new name I added as a potential name
roll.

![lucky
38](https://github.com/tgstation/tgstation/assets/40847847/e11874be-1416-4e21-bda9-4881d49cad1b)

Secondly; I applied to the gun itself revenant bane, the ability to
clear runes, and proper magic immunity as a full null rod would enable.
This last bit was a deliberate design choice, but the divine bow has
full magic protection, so I think this is now more of a consistency
consideration compared to the divine bow.

Thirdly, the revolver is a .38 revolver, HOWEVER, it uses a damage
multiplier to bring it back to the damage it did originally. It also
cannot be reloaded without the prayer action. No cheating. Effectively,
this is the same mechanically as it was before.

It rarely does a funny crit fanfare. This does nothing mechanically, I
just thought it was a funny nod to the sprite's reference (and I guess
another game that the crit fanfare is based on). Borrowed parts of the
code and sprite from this April Fool's pr by Wallemations >
https://github.com/tgstation/tgstation/pull/74425

## Why It's Good For The Game

I think this might have been a little forgotten since implementation now
that we have another projectile weapon for the chaplain. So I'm brushing
it up a bit.

## Changelog
🆑
fix: Makes the chaplain's revolver consistent with its immediate
sibling, the Divine Bow, by giving it similar statistics.
code: Makes the chaplain revolver a .38 but prevents it from being
loaded without using the special prayer action. Also applies a damage
multiplier to keep it at the original 18 force. Mechanically, no
different.
sprite: Gives the chaplain revolver a new sprite.
code: Removes an unnecessary admin log when removing runes.
/🆑

* Fixes some inconsistencies with the chaplain revolver and gets rid of a weird ammo define

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-07-11 22:11:54 -04:00
SkyratBot 59a38c4e16 [MIRROR] [NO GBP] Fixes the venomous element for projectiles, invisible arrows and something off with envenomable casings. [MDB IGNORE] (#22339)
* [NO GBP] Fixes the venomous element for projectiles, invisible arrows and something off with envenomable casings. (#76565)

## About The Pull Request
See #76551. The on hit effect component was treating the `hit_limb` arg
of the projectile on_hit signals as if it were a bodypart item rather
than a string. This wasn't my fault.
Also, invisible arrows because I forgot to set up their definition of
update_icon_state() and base icon state var.
Lastly, the envenomable casing registering a signal on the wrong atom,
and the arrow bullet subtype being defined twice.

## Why It's Good For The Game
This will close #76551.

## Changelog

🆑
fix: Fixes venomous projectiles for real, and invisible arrow sprites.
/🆑

* [NO GBP] Fixes the venomous element for projectiles, invisible arrows and something off with envenomable casings.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-11 19:15:35 -04:00
SkyratBot 89e63e4b67 [MIRROR] reduces the Regal Condor's base spread from 10 to 0, mildly revises its desc [MDB IGNORE] (#22092)
* reduces the Regal Condor's base spread from 10 to 0, mildly revises its desc (#76161)

## About The Pull Request
uh. tin? regal condor's spread override got dropped so it should just be
getting the base gun spread of 0.

## Why It's Good For The Game
So, quick review on what you have to do to make the Regal Condor:
- emag a cargo console (4 tc investment)
- drum up 20k credits (or 22k if you're private-ordering it)
- read the memoirs to unlock the recipe
and then, the recipe for the gun itself involves stealing the captain's
crown and getting your grubby mitts on:
- a makarov (7 tc),
- 3 raw telecrystals (3 tc)
- a tactical toolbox (1 TC/spaceloot)
- a syndicate mask (contraband crates/spaceloot)

The gun itself does not come with a magazine; magazines are a separate
recipe and, as part of the recipe, require 2 raw TC each.

If you manage to put it together, I think you should feel confident in
your gun's ability to hit where you click, and not have to worry about
random projectile deviation shooting a wall or a tank, instead of the
security officer who probably wants to kick you in the nuts for emagging
a great many things and/or gathering the components to make a really
spicy handgun.

## Changelog

🆑
balance: The Regal Condor's base spread has been reduced to 0, like damn
near every other gun that exists.
/🆑

Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>

* reduces the Regal Condor's base spread from 10 to 0, mildly revises its desc

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
Co-authored-by: hugmeorelse <52105542+hugmeorelse@users.noreply.github.com>
2023-07-11 16:14:40 -05:00